Everything posted so far is consistent with my own measurements.
I just recorded a few chars getting knocked down after a c.HK and then performing s reversal. The number listed is the first reversal frame after the wake up animation begins. In other words, with Ryu, wakeup starts at frame 1 and reversal starts at frame 29.
Ryu: 29
Sagat: 30
Cammy: 30
Blanka: 31
Any specific setups/characters you guys want me to test?
I can clearly said that sagat and blanka have slower wake up timing( as I use safe jump a lot after thro and sweep with ryu )
the only other one that somehow give me trouble is viper. i don t know why i feel like being to late agaisnt her. it might be just a feeling but She might be a little bit strange…
all the other cast ( arcade) seems the same.
problem is , testing with pc might not give the arcade answer if there is small diferences…
I guess you guys are talking about non-quick stand wakeups?
Quick stand wakeups seem to have a lot more variety in their timings to me. For example, as Gief, if I do ex hand knockdown against an opponent doing quick stand, safe jump timing varies hugely. Against some characters I have to wait a bit before jumping, against others I have to jump immediately, and against Chun Li I can’t do a safe jump at all because she just gets up too quickly. (I hate the whole idea of quick stand btw, really hope it dies in Dash.)
With face up v face down, quick stand v regular get up, no direction held on the stick v a direction held, and straight up glitched pushback on wake up, man, this game is kind of retarded as to meaty situations.
i composed that cvs2 wakeup speed tier list by just doing various safe jump setups and seeing what worked and what didn’t. it’s pretty easy to do in a game with a ton of easy safe jumps, but unfortunately it doesn’t give you exact frame differences in wakeup timing
sf4 doesn’t have nearly as many easy safe jump setups, so unfortunately it looks like people are going to have to brute force it and go frame by frame. with the amount of different wakeup speeds to different moves, it could take forever to compile all the data
i suspect that the different wakeup speeds after throws are due to each individual character having a unique reactive animation to each throw, much like they do against ultras. that would make things really, really complicated
Obtaining wakeup frame data is is easy on PC because the most setups can be automated in training mode. You can count the recorded frames in Virtualdub. Character specific setups take longer though.
There does seem to be frame differences in reaction animation. Eg. From Akuma’s b.throw, Ryu and Blanka’s reversal both come out at 20 frames after wakeup, but Ryu seems to wakeup 1 frame later from the time he gets thrown. I didn’t really check everything thoroughly though so it could be due pre throw state etc
Yeb and Ed just talked about how if they hold a direction as Gen on Gen’s wakeup, then Gen will wake up in a certain way, and if they leave the stick at neutral, then Gen will wake up in a different, longer way. And look at Boxer’s wakeup. As he gets up, he automatically pushes his opponent away, which can make doing meaty attacks a little harder because it’s harder to stand right next to him as he gets up. Boxer is the worst example of this, but iirc a couple other characters do it too but to a more limited degree.
Yea, you can actually quickstand a little after you hit the ground, now that I’m trying it. That’s interesting cause it potentially makes timing any meaty consistently against a quickstand hit or miss since the timing of their recovery can be altered. 5 frames sounds about right. Before I always just mashed the buttons to quickstand but there are times when delaying it slightly might actually be somewhat beneficial.
There is a setup with chunli vs. fuerte, where it is a sick meaty jump RH(i.e. it hits you no matter which way you hold the controls, you can record it in record mode and try to block it and can’t). I honestly don’t know why it works but it does…anyway, it involves an extremely deep meaty jump roundhouse. She also has a different one using her flipkick. Anyway point is, if the fuerte player holds no direction at all and just wakes up neutral, then the jump roundhouse will go right through you. Why? Who knows.
I think its the fact that it would be a huge buff for Zangief if there were no quick stand…
This thread is very interesting! I was wondering why I would always try to grab Blanka on wakeup and get freaking electrocuted to death from whiffing. I never figured he actually got up slower than everyone else.